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ShakeIt V3 Effects configuration
No matter if you are using vibration motors or bass shakers, always remember that less is more. SimHub offers you an extensive list of effects, but a single "output" (a shaker, a motor) will a have a limited bandwidth. As a general rule of thumb, avoid fitting more than 3 effects on a single shaker/motor (not counting gear change effect being really punctual)
Why so many volume sliders ???
When using shakeit you will find up to 5 kinds of gain sliders across all the settings. This may feel overkill but each kind serves a specific purpose. When starting with shake-it the most useful settings will mostly use the General gain, the Effect gain, make sure to keep other settings at 100% when beginning (see below all gain settings purposes).
This is the most basic, it controls the overall gain, for all devices at once (all sound cards, all motors ...)
When should I use this control? : When I simply want to make all the effects/motors stronger or quieter.
For each effect, you control all the effects channels at once
When should I use this control? : When I want to balance effects compared to others (example: make gear shift more strong then road vibration).
It allows you to control a single channel (a shaker/ A motors) compared to other channels.
When should I use this control? : When I want to balance channels compared to others (example: make rear shakers stronger than front because the mounting makes them feel weaker).

This is where each effect can be balanced specifically on each channel, this is clearly a setting you should leave on 100% unless you really need to fine-tune a specific effect spreading on each channel. (NB: this setting is not available on "preconfigured mono/left-right ... bass shakers mode)
When should I use this control? : If I want to make a specific effect stronger (or weaker) on one specific channel.
All the gains are "cumulatives" :
effect gain * channel gain * effect per channel gain * channel gain * general gain
For instance :
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effect gain = 100%*channel gain = 100%*effect per channel gain = 100%*channel gain = 100%*general gain = 100%gives a 100% gain for the effect at the output. -
effect gain = 80%*channel gain = 100%*effect per channel gain = 100%*channel gain = 100%*general gain = 50%gives a 40% gain for the effect at the output.
When using multiple times the same effect you may want to redirect some of them to a specific set of shakers/motors/fans/sound card. You can separate an effect by giving it a specific output name, doing so it will create a new dedicated entry in the output settings :
A new configuration line will then appear in the mappings :
ShakeIt converts effect output (level) to frequencies (sound), the optimal frequencies must be determined based on your own hardware (bass shakers), do not hesitate to read the specifications to get a first idea of optimal frequencies for your shakers.
When you have determined your working frequency range you can set it into the effects settings (default settings are matching cheap bass-shakers with a limited working range)
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Determines the data used to compute the frequency,
- "output" mode uses the data after going through the response curve.
- "input" mode uses the telemetry data before going through the response curve. (For instance using "input" allows on rpm effect to totally separate gain from frequency)
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Base effect frequency, this is the starting frequency (when effect is at it's lowest level), if high frequency is not enabled, the effect only modulates the gain and always use the base frequency.
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When enabled, this sets the frequency reached when the effect is outputting at a 100% level (ShakeIt then interpolates intermediate frequencies based on
base frequencyandhigh frequency). -
Gain modulation allows to "hold" strongest effects for a longer time, this is useful for big impacts such as Dirt Rally jump landing where telemetry reflects a very short big impact).
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White noise randomizes the frequency within the determined range (1. and 2.), this is useful for RPM effects where you may want a more quiet and variable effect







